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Scott Anderson

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  1. Let's see your Dark Champion pull this off: http://www.msn.com/en-us/news/us/deputy-fires-1-in-a-billion-shot-into-suspects-gun-barrel/ar-BBuldnh?ocid=ansmsnnews11
  2. 1. Original costumes (make of that what you will) are based on modified circus garb. They're easy to draw. Capes show dynamic movement. Superman's outfit was a brilliant stroke. Costumes have been based on his for 80 years- either variations on a theme or antitheses of it. 2. There are only so many color combinations to work with. When a popular hero locks one of them up, the artist has to move on to another. After a while, costumes become more and more baroque to avoid copying something that's already established. 3. Almost nobody without some kind of superpowered defenses would actually fight crime in tights. Woman character are especial and nearly universal offenders in this, often wearing the cloth equivalent of minimal body paint. HAS NOBODY HEARD OF PANTS?
  3. How many points are you building on? There's a big difference between a 250 point guy and a 350 point guy. I was recently thinking about Goldust in the context of superheroes. His costume is pretty close to what a superhero would wear, and boy, does he look weird in it. I wonder what superheroes would look like if they followed the comic book convention of modified circus garb? Probably something like Goldust.
  4. Lest we forget: http://www.herogames.com/forums/topic/86775-the-return-of-supernames/?p=2299758
  5. In order to help myself better understand how to give my games and other product the appropriate tone, I've begun to make a list of the differences between a typically Golden Age setting and a typically Silver Age one. Here are the lists I've made so far. Typically Golden Age: powers gained through magic, religious reincarnation, or (mainly) no powers except the virtues of manliness. An un-self-consciousness and mostly unwarranted ease and confidence in the face of adversity. Lurid, horrible, and ghastly ends for Bad Guys. Bad guys normally gangsters, spies, saboteurs, and mad scientists. Occasionally wizards or devils. Relatability is often achieved chiefly through the device of a Kid (or otherwise mundane) sidekick. Continuity loosely adhered to, if at all. Costumes designed to be easy to draw and print with the primitive four-color processes of the day. Typically Silver Age: powers derived from elaborately science-fiction-dressed sources like radiation, advanced chemistry, time travel, and aliens. More human-scale interpersonal relations and the problems of Real Life. Villains retained moral reprehensibility but developed powers and wore costumes. (For instance, The Melter wasn't a military saboteur, but rather an industrial one.) A different strain of adversaries, derived from Monster comics of the 50's, hang around to confound the wits of heroes both street-level and godlike. Stories became interconnected both within the title and between company's titles, and continuity becomes a strong hand guiding future development, for good and ill. Due both to better color separation and to avoid repetition, costumes become more garish and more intricate. What are some of your own ideas about the differences?
  6. That's a very strong costume, Urbwar. It's modern, but it calls back early silver age aesthetics. Nothing resembling bondage wear, and the woman is appropriately covered. The chest device is excellent. I question the flared boots on the running man, although Jay Garrick has gotten away with them for 75 years so I guess that's on me.
  7. The SPD chart is the limiting factor for me. How can you get through even a minute of combat per night with 6 or more people? With D&D, I can do 10 but HERO is more like 4 or 5
  8. If you don't want your heroes to be able to defeat him, don't write him up at all.
  9. My favorite imaginary person could lick your favorite imaginary person in a hypothetical imaginary fight, that's just science
  10. the AI Computer idea is very clever. I don't think Duplication is right for the effect I want. The small ancillary advantages people have suggested are all very good. Now I have to decide whether to write up such a character or just leave him as a thought experiment- probably the latter.
  11. 1. It sounds like an OIF with Restrainable to me. If you don't think she should ever lose her armor, you can make it an OIHID instead. For Instance, Tony Stark never has his armor removed from him once it's on, which is an OIHID; However, a more primitive suit or exoskeleton might be removable outside of combat, which would be an OIF. 2. The barrier can be modeled as Missile Deflection with Ranged (Adjacent, +1/2), OIF (Armor and wings, -1/2), Not vs Heavy Missiles (-1/4). If it can also prevent people from passing through, build it as Force Wall, No Range (-1/2), OIF (Armor and wings, -1/2); or make both powers and stick it in a Multipower. Force Walls are already useable by other people if they're behind the wall, and they have a certain amount of "area effect" built in because they have length and sometimes a top and bottom. The Multipower route is how I would build The Falcon from the Civil War movie; I would also Lockout (-1/4, not -1/2) his Flight when he uses either power.
  12. Thoughtless patrons accidentally rubbing up against ancient relics, gaining superpowers. DON'T THEY SEE THE RED VELVET ROPE?
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